Global settings are those Retry options that are used project-wide, these options must be in the retry_config/settings_global.asm
file. To override any of these settings you can change the Local Settings.
!default_prompt_type
Value | Details |
---|---|
0 |
Retry prompt & play the vanilla death song when players die. |
1 |
Retry prompt & play only the death sfx when players die (music won't be interrupted). |
2 |
Instant retry (no prompt & play only the sfx: the fastest option; like "yes" is chosen automatically). In this option, you can press start then select to exit the level. |
3 |
No retry prompt/respawn (vanilla death: as if "no" is chosen automatically, use this if you only want the multi-midway feature). Note: you can override this per sublevel (see Local Settings - %checkpoint) and also at any point by setting a certain RAM address (see RAM Info page for details). |
!initial_lives
!infinite_lives
!midway_powerup
Options reset the corresponding counters/items when the player dies and/or when going to the Overworld. Useful for Kaizo and collab hacks.
Setting | Details |
---|---|
!counterbreak_yoshi |
Removes Yoshi |
!counterbreak_powerup |
Removes power up state from Mario |
!counterbreak_item_box |
Clears any power-up in the player's Item Box |
!counterbreak_coins |
Resets the coin counter to zero. |
!counterbreak_bonus_stars |
Resets the Bonus Stars counter to zero. |
!counterbreak_score |
Resets the player's score to zero. |
Setting options:
= 0
disabled= 1
enabled for both respawning and going to the Overworld= 2
enabled just for respawning= 3
enabled just for going to the OverworldSetting | Details |
---|---|
!fast_transitions |
If 1, level transitions will be much faster than usual. |
!initial_facing_fix |
If 1, it fixes the issue where some sprites don't face Mario when entering a level for the first time. It's suggested to enable the fix to make sprite behavior consistent between the first and all the next level reloads. |
!time_up_fix |
If 1, it fixes the issue where dying in a level with the timer set to 0 shows the "TIME UP!" message when exiting the level. |
!item_box_fix |
If 1, it fixes the issue where you can drop the reserve item in the item box by pressing Select while Mario is dying or while the Retry prompt is shown. |
!no_yoshi_intro_fix |
If 1, it fixes the weird behavior where levels 12E-13B always use the "No Yoshi Sign 2" intro regardless of the tileset / custom "No Yoshi Intro" patches. |
!disable_hurry_up |
If 1, it removes the "Hurry up!" SFX and tempo hike effect that happens when reaching 100 seconds on the timer. If not disabled, the death song will be played when dying during the tempo hike effect (regardless of the settings), to reset the tempo of the song after respawning. |
!pipe_entrance_freeze |
This controls whether to freeze sprites during a level's pipe entrance (it doesn't affect other entrance types). 0 = don't freeze 1 = freeze (recommended) 2 = vanilla: freeze only if sprites were frozen when exiting the previous room (e.g. if you entered a pipe, but not if you entered a door). This can be inconsistent if exiting and re-entering the level. |
!always_start_select |
If 1, Start+Select out of a level is always possible. Otherwise, it's only possible with the instant Retry option, or with the Retry prompt with the "Exit" option disabled, or if the level is already beaten like vanilla. |
!death_camera_lock |
If 1, the camera won't scroll vertically during Mario's death animation. |
!reset_dsx |
If 1, DSX (dynamic) sprites status is reset on level load. |
!reset_boo_rings |
This determines what happens when you die on the title screen.
|
!title_death_behavior |
This determines what happens when you die on the title screen.
|
!death_sfx = $20
!death_sfx_addr = $1DF9
!death_sfx = $00
-> no SFX). Only played if the death song is skipped (for example, it's not played if the level uses vanilla death, but it is played when Retry is enabled).!death_jingle_alt = $FF
!death_sfx
when "Exit" is chosen in the prompt (only available when you're using AddmusicK). $01-$FE
: custom song number, $FF
= do not use this feature.
!option_sfx = $01
!option_sfx_addr = $1DFC
!option_sfx = $00
-> no SFX).
!cursor_sfx = $06
!cursor_sfx_addr = $1DFC
!cursor_sfx = $00
-> no SFX).
!room_cp_sfx = $05
!room_cp_sfx_addr = $1DF9
!room_cp_sfx = $00
-> no SFX). This is meant as a way to inform the player that they just got a room checkpoint. If enabled, you can disable it in specific sublevels: see Local Settings - %no_room_cp_sfx.
!enter_level_sfx = $00
!enter_level_sfx_addr = $1DFC
!enter_level_delay = $02
!enter_level_sfx = $00
-> no SFX) similarly to what SMB3 does. If the SFX gets cut out, increase !enter_level_delay
.!sram_feature = 1
!save_on_checkpoint = 0
!save_after_game_over = 1
!use_custom_midway_bar = 1
!max_custom_midway_num = 8
!use_custom_midway_bar = 1
, this setting determines how many custom midways you can have in the same sublevel. The more you set, the more free ram is needed (4 bytes for each).!fast_prompt
!retry_death_animation
!fast_prompt = 0
)!prompt_speed
!prompt_freeze
!prompt_cooldown
$00
to disable this.!exit_animation
This controls what happens when hitting "Exit" on the Retry prompt. Note: when dying before going to Game Over, the vanilla animation will be always played regardless.
!no_exit_option
!no_prompt_box
!dim_screen
!brightness
!exit_button = %00100000
!exit_button_address = $16
!exit_button = $00
to disable this.!no_prompt_draw
!no_prompt_box = 1
or the black box will still appear (also you probably want !no_exit_option = 1
). Note that this renders all the prompt options below useless (and no sprite GFX space needs to be reserved).
!text_x_pos = $58
!text_y_pos = $6F
!cursor_setting = 1
!cursor_oscillate_speed = 2
!cursor_setting = 2
) Higher = slower. Possible values: 0 to 5.!prompt_wave = 0
!no_prompt_box = 1
)!prompt_wave_speed = 2
!prompt_wave = 1
) Higher = slower. Possible values: 0 to 5.
!letter_palette = $08
!cursor_palette = $08
!no_score_sprites_on_death = 0
Sprite tile number for the tiles used by the prompt ($00-$FF = SP1/SP2, $100-$1FF = SP3/SP4). These will be overwritten dynamically when the prompt needs to show up. The default values should be fine in most cases, unless you're using some other patch that reserves tiles in SP1, for example: Sprite Status Bar, 32x32 Player Tilemap, lx5's Custom Powerups, lx5's Dynamic Spriteset System. In this case you may need to change some of them to avoid other tiles being overwritten. You can see the tile number in LM's 8x8 Tile Editor, by taking the value you see in the bottom left - $400 (e.g., "Tile 0x442" -> $42, "Tile 0x542" -> $142). These aren't used if you don't use the Retry prompt or if !no_prompt_draw = 1
.
Name | Value | Description |
---|---|---|
!tile_curs |
$20 |
Sprite tile used for the cursor (note: if the prompt box is enabled, this uses two adjacent 8x8 tiles) |
!tile_blk |
$22 |
Sprite tile used for the black background (note: if the prompt box is enabled, this uses two adjacent 8x8 tiles) |
!tile_r |
$30 |
Sprite tile used for the "R" letter |
!tile_e |
$31 |
Sprite tile used for the "E" letter |
!tile_t |
$32 |
Sprite tile used for the "T" letter |
!tile_y |
$33 |
Sprite tile used for the "Y" letter |
!tile_x |
$4A |
Sprite tile used for the "X" letter (note: if the "Exit" option is disabled, this won't be used) |
!tile_i |
$5A |
Sprite tile used for the "Y" letter (note: if the "Exit" option is disabled, this won't be used) |
Settings for the sprite status bar that comes with the Retry system.
!sprite_status_bar
!remove_vanilla_status_bar
!sprite_status_bar = 1
. Don't use this if you're using similar patches such as "RAM Toggled Status Bar".The following settings are only relevant if !sprite_status_bar = 1
.
Default sprite tile and palette to use for each element in the status bar. These settings can be overridden per-level by using the configure_sprite_status_bar
API routine (see API Information). If both !default_xxx_tile
and !default_xxx_palette
are $00, the item will be hidden by default.
Name | Value | Description |
---|---|---|
!default_item_box_tile |
$80 |
Sprite tile number used by the item box by default |
!default_item_box_palette |
$0B |
Palette used by the item box by default |
!default_timer_tile |
$88 |
Sprite tile number used by the timer by default |
!default_timer_palette |
$08 |
Palette used by the timer by default |
!default_coin_counter_tile |
$C2 |
Sprite tile number used by the coin counter by default |
!default_coin_counter_palette |
$08 |
Palette used by the coin counter by default |
!default_lives_counter_tile |
$00 |
Sprite tile number used by the lives counter by default (disabled by default). |
!default_lives_counter_palette |
$09 |
Palette used by the lives counter by default (the included GFX is tailored for vanilla palette 9, using the berry colors) |
!default_bonus_stars_tile |
$00 |
Sprite tile number used by the bonus stars counter by default (disabled by default) |
!default_bonus_stars_palette |
$00 |
Palette used by the bonus stars counter by default (the included GFX is tailored for vanilla palette 9, using the berry colors) |
General properties for sprite status bar elements.
Name | Location | Description |
---|---|---|
!item_box_x_pos |
$70 |
X position on the screen to draw the Item Box |
!item_box_y_pos |
$07 |
Y position on the screen to draw the Item Box |
!timer_x_pos |
$D0 |
X position on the screen to draw the timer |
!timer_y_pos |
$0F |
Y position on the screen to draw the timer |
!coin_counter_x_pos |
$D0 |
X position on the screen to draw the normal coin counter |
!coin_counter_y_pos |
$17 |
Y position on the screen to draw the normal coin counter |
!dc_counter_x_pos |
$9A |
X position on the screen to draw the Dragon/Yoshi coin counter |
!dc_counter_y_pos |
$0F |
Y position on the screen to draw the Dragon/Yoshi coin counter |
!lives_counter_x_pos |
$10 |
X position on the screen to draw the lives counter |
!lives_counter_y_pos |
$0F |
Y position on the screen to draw the lives counter |
!bonus_stars_x_pos |
$10 |
X position on the screen to draw the bonus stars counter |
!bonus_stars_y_pos |
$17 |
Y position on the screen to draw the bonus stars counter |
!always_draw_box
!8x8_item_box_tile
!draw_all_dc_collected
!draw_retry_indicator
Name | Tile | Description |
---|---|---|
!retry_indicator_tile | $1D | Location to uploade the tile in VRAM. (Default SP1) |
!retry_indicator_palette | $09 | Sprite palette number used by the retry indicator tile. |
!retry_indicator_x_pos | $10 | X-position on the screen to draw the indicator. |
!retry_indicator_y_pos | $0F | Y-position on the screen to draw the indicator. |
!status_death_counter
!status_death_word
!ow_death_counter
!ow_death_counter_x_pos
$19
)
!ow_death_counter_y_pos
$02
)
!ow_death_counter_props
l3_prop(6,1)
. The first digit is the palette number, the second is the GFX
page number (0 or 1).
!ow_digit_0
$22
)
!use_legacy_tables